raze-gles/polymer/eduke32/source/sector.c
helixhorned e379cd3655 Polymer: factor out polymer_invalidatesprite(), use when viewscreen tex changed.
Also, rewrite invalidatetile() for clarity.

git-svn-id: https://svn.eduke32.com/eduke32@4303 1a8010ca-5511-0410-912e-c29ae57300e0
2014-02-08 14:37:52 +00:00

3256 lines
98 KiB
C

//-------------------------------------------------------------------------
/*
Copyright (C) 2010 EDuke32 developers and contributors
This file is part of EDuke32.
EDuke32 is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License version 2
as published by the Free Software Foundation.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
//-------------------------------------------------------------------------
#include "duke3d.h"
#include "sector.h"
#include "gamedef.h"
#include "gameexec.h"
#include "premap.h"
#include "osd.h"
#include "common_game.h"
#include "input.h"
// PRIMITIVE
static int32_t g_haltSoundHack = 0;
// this function activates a sector's MUSICANDSFX sprite
int32_t A_CallSound(int32_t sn, int32_t whatsprite)
{
int32_t i;
if (g_haltSoundHack)
{
g_haltSoundHack = 0;
return -1;
}
for (SPRITES_OF_SECT(sn, i))
{
const int32_t snd = sprite[i].lotag;
EDUKE32_STATIC_ASSERT(MAXSOUNDS >= 1000);
if (PN == MUSICANDSFX && (unsigned)snd < 1000) // XXX: in other places, 999
{
if (whatsprite == -1)
whatsprite = i;
if (T1 == 0)
{
if ((g_sounds[snd].m & SF_GLOBAL) == 0)
{
if (snd)
{
A_PlaySound(snd, whatsprite);
if (SHT && snd != SHT && SHT < MAXSOUNDS)
S_StopEnvSound(SHT,T6);
T6 = whatsprite;
}
if ((sector[SECT].lotag&0xff) != ST_22_SPLITTING_DOOR)
T1 = 1;
}
}
else if (SHT < MAXSOUNDS)
{
if (SHT)
A_PlaySound(SHT, whatsprite);
if ((g_sounds[snd].m & SF_LOOP) || (SHT && SHT != snd))
S_StopEnvSound(snd, T6);
T6 = whatsprite;
T1 = 0;
}
return snd;
}
}
return -1;
}
int32_t G_CheckActivatorMotion(int32_t lotag)
{
int32_t i = headspritestat[STAT_ACTIVATOR], j;
spritetype *s;
while (i >= 0)
{
if (sprite[i].lotag == lotag)
{
s = &sprite[i];
for (j = g_animateCount-1; j >= 0; j--)
if (s->sectnum == animatesect[j])
return(1);
j = headspritestat[STAT_EFFECTOR];
while (j >= 0)
{
if (s->sectnum == sprite[j].sectnum)
switch (sprite[j].lotag)
{
case SE_11_SWINGING_DOOR:
case SE_30_TWO_WAY_TRAIN:
if (actor[j].t_data[4])
return(1);
break;
case SE_20_STRETCH_BRIDGE:
case SE_31_FLOOR_RISE_FALL:
case SE_32_CEILING_RISE_FALL:
case SE_18_INCREMENTAL_SECTOR_RISE_FALL:
if (actor[j].t_data[0])
return(1);
break;
}
j = nextspritestat[j];
}
}
i = nextspritestat[i];
}
return(0);
}
int32_t CheckDoorTile(int32_t dapic)
{
switch (DYNAMICTILEMAP(dapic))
{
case DOORTILE1__STATIC:
case DOORTILE2__STATIC:
case DOORTILE3__STATIC:
case DOORTILE4__STATIC:
case DOORTILE5__STATIC:
case DOORTILE6__STATIC:
case DOORTILE7__STATIC:
case DOORTILE8__STATIC:
case DOORTILE9__STATIC:
case DOORTILE10__STATIC:
case DOORTILE11__STATIC:
case DOORTILE12__STATIC:
case DOORTILE14__STATIC:
case DOORTILE15__STATIC:
case DOORTILE16__STATIC:
case DOORTILE17__STATIC:
case DOORTILE18__STATIC:
case DOORTILE19__STATIC:
case DOORTILE20__STATIC:
case DOORTILE21__STATIC:
case DOORTILE22__STATIC:
case DOORTILE23__STATIC:
return 1;
}
return 0;
}
int32_t isanunderoperator(int32_t lotag)
{
switch (lotag&0xff)
{
case ST_15_WARP_ELEVATOR:
case ST_16_PLATFORM_DOWN:
case ST_17_PLATFORM_UP:
case ST_18_ELEVATOR_DOWN:
case ST_19_ELEVATOR_UP:
case ST_22_SPLITTING_DOOR:
case ST_26_SPLITTING_ST_DOOR:
return 1;
}
return 0;
}
int32_t isanearoperator(int32_t lotag)
{
switch (lotag&0xff)
{
case ST_9_SLIDING_ST_DOOR:
case ST_15_WARP_ELEVATOR:
case ST_16_PLATFORM_DOWN:
case ST_17_PLATFORM_UP:
case ST_18_ELEVATOR_DOWN:
case ST_19_ELEVATOR_UP:
case ST_20_CEILING_DOOR:
case ST_21_FLOOR_DOOR:
case ST_22_SPLITTING_DOOR:
case ST_23_SWINGING_DOOR:
case ST_25_SLIDING_DOOR:
case ST_26_SPLITTING_ST_DOOR:
case ST_29_TEETH_DOOR://Toothed door
return 1;
}
return 0;
}
static inline int32_t A_FP_ManhattanDist(const DukePlayer_t *ps, const spritetype *s)
{
return klabs(ps->opos.x-s->x)
+ klabs(ps->opos.y-s->y)
+ ((klabs(ps->opos.z-s->z+(28<<8)))>>4);
}
int32_t __fastcall A_FindPlayer(const spritetype *s, int32_t *d)
{
if (!g_netServer && ud.multimode < 2)
{
DukePlayer_t *const myps = g_player[myconnectindex].ps;
if (d)
*d = A_FP_ManhattanDist(myps, s);
return myconnectindex;
}
{
int32_t j;
int32_t closest_player=0, closest=INT32_MAX;
for (TRAVERSE_CONNECT(j))
{
DukePlayer_t *const ps = g_player[j].ps;
int32_t x = A_FP_ManhattanDist(ps, s);
if (x < closest && sprite[ps->i].extra > 0)
{
closest_player = j;
closest = x;
}
}
if (d)
*d = closest;
return closest_player;
}
}
void G_DoSectorAnimations(void)
{
int32_t i, j, a, p, v, dasect;
for (i=g_animateCount-1; i>=0; i--)
{
a = *animateptr[i];
v = animatevel[i]*TICSPERFRAME;
dasect = animatesect[i];
if (a == animategoal[i])
{
G_StopInterpolation(animateptr[i]);
// This fixes a bug where wall or floor sprites contained in
// elevator sectors (ST 16-19) would jitter vertically after the
// elevator had stopped.
if (animateptr[i] == &sector[animatesect[i]].floorz)
for (j=headspritesect[dasect]; j>=0; j=nextspritesect[j])
if (sprite[j].statnum != STAT_EFFECTOR)
actor[j].bpos.z = sprite[j].z;
g_animateCount--;
animateptr[i] = animateptr[g_animateCount];
animategoal[i] = animategoal[g_animateCount];
animatevel[i] = animatevel[g_animateCount];
animatesect[i] = animatesect[g_animateCount];
if (sector[animatesect[i]].lotag == ST_18_ELEVATOR_DOWN || sector[animatesect[i]].lotag == ST_19_ELEVATOR_UP)
if (animateptr[i] == &sector[animatesect[i]].ceilingz)
continue;
if ((sector[dasect].lotag&0xff) != ST_22_SPLITTING_DOOR)
A_CallSound(dasect,-1);
continue;
}
if (v > 0)
a = min(a+v, animategoal[i]);
else
a = max(a+v, animategoal[i]);
if (animateptr[i] == &sector[animatesect[i]].floorz)
{
for (TRAVERSE_CONNECT(p))
if (g_player[p].ps->cursectnum == dasect)
if ((sector[dasect].floorz-g_player[p].ps->pos.z) < (64<<8))
if (sprite[g_player[p].ps->i].owner >= 0)
{
g_player[p].ps->pos.z += v;
g_player[p].ps->vel.z = 0;
if (p == myconnectindex)
{
my.z += v;
myvel.z = 0;
}
}
for (j=headspritesect[dasect]; j>=0; j=nextspritesect[j])
if (sprite[j].statnum != STAT_EFFECTOR)
{
actor[j].bpos.z = sprite[j].z;
sprite[j].z += v;
actor[j].floorz = sector[dasect].floorz+v;
}
}
*animateptr[i] = a;
}
}
int32_t GetAnimationGoal(const int32_t *animptr)
{
int32_t i = g_animateCount-1;
for (; i>=0; i--)
if (animptr == animateptr[i])
return i;
return -1;
}
int32_t SetAnimation(int32_t animsect,int32_t *animptr, int32_t thegoal, int32_t thevel)
{
int32_t i = 0, j = g_animateCount;
if (g_animateCount >= MAXANIMATES)
return -1;
for (; i<g_animateCount; i++)
if (animptr == animateptr[i])
{
j = i;
break;
}
animatesect[j] = animsect;
animateptr[j] = animptr;
animategoal[j] = thegoal;
animatevel[j] = (thegoal >= *animptr) ? thevel : -thevel;
if (j == g_animateCount)
g_animateCount++;
G_SetInterpolation(animptr);
return j;
}
void G_AnimateCamSprite(void)
{
int32_t i = g_curViewscreen;
#ifdef DEBUG_VALGRIND_NO_SMC
return;
#endif
if (g_curViewscreen < 0)
return;
if (T1 >= 4)
{
const DukePlayer_t *ps = g_player[screenpeek].ps;
T1 = 0;
if (ps->newowner >= 0)
OW = ps->newowner;
else if (OW >= 0 && dist(&sprite[ps->i], &sprite[i]) < 8192)
{
if (waloff[TILE_VIEWSCR] == 0)
allocatepermanenttile(TILE_VIEWSCR,tilesizx[PN],tilesizy[PN]);
else
walock[TILE_VIEWSCR] = 255;
G_SetupCamTile(OW, TILE_VIEWSCR);
#ifdef POLYMER
// Force texture update on viewscreen sprite in Polymer!
if (getrendermode() == REND_POLYMER)
polymer_invalidatesprite(i);
#endif
}
}
else T1++;
}
void G_AnimateWalls(void)
{
int32_t p = g_numAnimWalls-1;
for (; p>=0; p--)
{
const int32_t i = animwall[p].wallnum;
switch (DYNAMICTILEMAP(wall[i].picnum))
{
case SCREENBREAK1__STATIC:
case SCREENBREAK2__STATIC:
case SCREENBREAK3__STATIC:
case SCREENBREAK4__STATIC:
case SCREENBREAK5__STATIC:
case SCREENBREAK9__STATIC:
case SCREENBREAK10__STATIC:
case SCREENBREAK11__STATIC:
case SCREENBREAK12__STATIC:
case SCREENBREAK13__STATIC:
case SCREENBREAK14__STATIC:
case SCREENBREAK15__STATIC:
case SCREENBREAK16__STATIC:
case SCREENBREAK17__STATIC:
case SCREENBREAK18__STATIC:
case SCREENBREAK19__STATIC:
if ((krand()&255) < 16)
{
animwall[p].tag = wall[i].picnum;
wall[i].picnum = SCREENBREAK6;
}
continue;
case SCREENBREAK6__STATIC:
case SCREENBREAK7__STATIC:
case SCREENBREAK8__STATIC:
if (animwall[p].tag >= 0 && wall[i].extra != FEMPIC2 && wall[i].extra != FEMPIC3)
wall[i].picnum = animwall[p].tag;
else
{
wall[i].picnum++;
if (wall[i].picnum == (SCREENBREAK6+3))
wall[i].picnum = SCREENBREAK6;
}
continue;
}
if ((wall[i].cstat&16) && G_GetForcefieldPicnum(i)==W_FORCEFIELD)
{
const int32_t t = animwall[p].tag;
if (wall[i].cstat&254)
{
wall[i].xpanning -= t>>10; // sintable[(t+512)&2047]>>12;
wall[i].ypanning -= t>>10; // sintable[t&2047]>>12;
if (wall[i].extra == 1)
{
wall[i].extra = 0;
animwall[p].tag = 0;
}
else
animwall[p].tag+=128;
if (animwall[p].tag < (128<<4))
{
if (animwall[p].tag&128)
wall[i].overpicnum = W_FORCEFIELD;
else wall[i].overpicnum = W_FORCEFIELD+1;
}
else
{
if ((krand()&255) < 32)
animwall[p].tag = 128<<(krand()&3);
else wall[i].overpicnum = W_FORCEFIELD+1;
}
}
}
}
}
int32_t G_ActivateWarpElevators(int32_t s, int32_t d) //Parm = sectoreffectornum
{
int32_t i;
const int32_t sn = sprite[s].sectnum;
for (SPRITES_OF(STAT_EFFECTOR, i))
if (SLT == SE_17_WARP_ELEVATOR && SHT == sprite[s].hitag)
{
if (klabs(sector[sn].floorz - actor[s].t_data[2]) > SP ||
sector[SECT].hitag == sector[sn].hitag - d)
break;
}
if (i == -1)
return 1; // No find
A_PlaySound(d ? ELEVATOR_ON : ELEVATOR_OFF, s);
for (SPRITES_OF(STAT_EFFECTOR, i))
if (SLT == SE_17_WARP_ELEVATOR && SHT == sprite[s].hitag)
T1 = T2 = d; //Make all check warp
return 0;
}
void G_OperateSectors(int32_t sn, int32_t ii)
{
int32_t j=0, l;
int32_t i;
sectortype *const sptr = &sector[sn];
switch (sptr->lotag&(0xffff-49152))
{
case ST_30_ROTATE_RISE_BRIDGE:
j = sector[sn].hitag;
if (E_SpriteIsValid(j))
{
if (actor[j].tempang == 0 || actor[j].tempang == 256)
A_CallSound(sn,ii);
sprite[j].extra = (sprite[j].extra == 1) ? 3 : 1;
}
break;
case ST_31_TWO_WAY_TRAIN:
j = sector[sn].hitag;
if (E_SpriteIsValid(j))
{
if (actor[j].t_data[4] == 0)
actor[j].t_data[4] = 1;
A_CallSound(sn,ii);
}
break;
case ST_26_SPLITTING_ST_DOOR: //The split doors
if (GetAnimationGoal(&sptr->ceilingz) == -1) //if the door has stopped
{
g_haltSoundHack = 1;
sptr->lotag &= 0xff00;
sptr->lotag |= ST_22_SPLITTING_DOOR;
G_OperateSectors(sn,ii);
sptr->lotag &= 0xff00;
sptr->lotag |= ST_9_SLIDING_ST_DOOR;
G_OperateSectors(sn,ii);
sptr->lotag &= 0xff00;
sptr->lotag |= ST_26_SPLITTING_ST_DOOR;
}
return;
case ST_9_SLIDING_ST_DOOR:
{
int32_t dax, day;
int32_t wallfind[2];
const int32_t startwall = sptr->wallptr;
const int32_t endwall = startwall+sptr->wallnum-1;
const int32_t sp = sptr->extra>>4;
//first find center point by averaging all points
dax = 0, day = 0;
for (i=startwall; i<=endwall; i++)
{
dax += wall[i].x;
day += wall[i].y;
}
dax /= (endwall-startwall+1);
day /= (endwall-startwall+1);
//find any points with either same x or same y coordinate
// as center (dax, day) - should be 2 points found.
wallfind[0] = -1;
wallfind[1] = -1;
for (i=startwall; i<=endwall; i++)
if (wall[i].x == dax || wall[i].y == day)
{
if (wallfind[0] == -1)
wallfind[0] = i;
else wallfind[1] = i;
}
if (wallfind[1] == -1)
return;
for (j=0; j<2; j++)
{
const int32_t wf = wallfind[j];
int32_t dax2, day2;
i = wf-1;
if (i < startwall) i = endwall;
dax2 = ((wall[i].x+wall[wall[wf].point2].x)>>1) - wall[wf].x;
day2 = ((wall[i].y+wall[wall[wf].point2].y)>>1) - wall[wf].y;
if (wall[wf].x == dax && wall[wf].y == day)
{
//find what direction door should open by averaging the
// 2 neighboring points of wallfind[0] & wallfind[1].
if (dax2 != 0)
{
dax2 = wall[wall[wall[wf].point2].point2].x;
dax2 -= wall[wall[wf].point2].x;
SetAnimation(sn,&wall[wf].x,wall[wf].x+dax2,sp);
SetAnimation(sn,&wall[i].x,wall[i].x+dax2,sp);
SetAnimation(sn,&wall[wall[wf].point2].x,wall[wall[wf].point2].x+dax2,sp);
A_CallSound(sn,ii);
}
else if (day2 != 0)
{
day2 = wall[wall[wall[wf].point2].point2].y;
day2 -= wall[wall[wf].point2].y;
SetAnimation(sn,&wall[wf].y,wall[wf].y+day2,sp);
SetAnimation(sn,&wall[i].y,wall[i].y+day2,sp);
SetAnimation(sn,&wall[wall[wf].point2].y,wall[wall[wf].point2].y+day2,sp);
A_CallSound(sn,ii);
}
}
else
{
if (dax2 != 0)
{
SetAnimation(sn,&wall[wf].x,dax,sp);
SetAnimation(sn,&wall[i].x,dax+dax2,sp);
SetAnimation(sn,&wall[wall[wf].point2].x,dax+dax2,sp);
A_CallSound(sn,ii);
}
else if (day2 != 0)
{
SetAnimation(sn,&wall[wf].y,day,sp);
SetAnimation(sn,&wall[i].y,day+day2,sp);
SetAnimation(sn,&wall[wall[wf].point2].y,day+day2,sp);
A_CallSound(sn,ii);
}
}
}
}
return;
case ST_15_WARP_ELEVATOR://Warping elevators
if (sprite[ii].picnum != APLAYER)
return;
for (SPRITES_OF_SECT(sn, i))
if (PN==SECTOREFFECTOR && SLT == SE_17_WARP_ELEVATOR)
break;
if (i < 0)
return;
if (sprite[ii].sectnum == sn)
{
if (G_ActivateWarpElevators(i,-1))
G_ActivateWarpElevators(i,1);
else if (G_ActivateWarpElevators(i,1))
G_ActivateWarpElevators(i,-1);
}
else
{
if (sptr->floorz > SZ)
G_ActivateWarpElevators(i,-1);
else
G_ActivateWarpElevators(i,1);
}
return;
case ST_16_PLATFORM_DOWN:
case ST_17_PLATFORM_UP:
i = GetAnimationGoal(&sptr->floorz);
if (i == -1)
{
i = nextsectorneighborz(sn,sptr->floorz,1,1);
if (i == -1)
{
i = nextsectorneighborz(sn,sptr->floorz,1,-1);
if (i == -1) return;
j = sector[i].floorz;
SetAnimation(sn,&sptr->floorz,j,sptr->extra);
}
else
{
j = sector[i].floorz;
SetAnimation(sn,&sptr->floorz,j,sptr->extra);
}
A_CallSound(sn,ii);
}
return;
case ST_18_ELEVATOR_DOWN:
case ST_19_ELEVATOR_UP:
i = GetAnimationGoal(&sptr->floorz);
if (i==-1)
{
int32_t q;
i = nextsectorneighborz(sn,sptr->floorz,1,-1);
if (i==-1) i = nextsectorneighborz(sn,sptr->floorz,1,1);
if (i==-1) return;
j = sector[i].floorz;
q = sptr->extra;
l = sptr->ceilingz-sptr->floorz;
SetAnimation(sn,&sptr->floorz,j,q);
SetAnimation(sn,&sptr->ceilingz,j+l,q);
A_CallSound(sn,ii);
}
return;
case ST_29_TEETH_DOOR:
for (SPRITES_OF(STAT_EFFECTOR, i))
if (SLT == SE_22_TEETH_DOOR && SHT == sptr->hitag)
{
sector[SECT].extra = -sector[SECT].extra;
T1 = sn;
T2 = 1;
}
A_CallSound(sn, ii);
sptr->lotag ^= 0x8000;
if (sptr->lotag&0x8000)
{
j = nextsectorneighborz(sn,sptr->ceilingz,-1,-1);
if (j == -1) j = nextsectorneighborz(sn,sptr->ceilingz,1,1);
if (j == -1)
{
OSD_Printf("WARNING: ST29: null sector!\n");
return;
}
j = sector[j].ceilingz;
}
else
{
j = nextsectorneighborz(sn,sptr->ceilingz,1,1);
if (j == -1) j = nextsectorneighborz(sn,sptr->ceilingz,-1,-1);
if (j == -1)
{
OSD_Printf("WARNING: ST29: null sector!\n");
return;
}
j = sector[j].floorz;
}
SetAnimation(sn,&sptr->ceilingz,j,sptr->extra);
return;
case ST_20_CEILING_DOOR:
REDODOOR:
if (sptr->lotag&0x8000)
{
for (SPRITES_OF_SECT(sn, i))
if (sprite[i].statnum == STAT_EFFECTOR && SLT==SE_9_DOWN_OPEN_DOOR_LIGHTS)
{
j = SZ;
break;
}
if (i==-1)
j = sptr->floorz;
}
else
{
j = nextsectorneighborz(sn,sptr->ceilingz,-1,-1);
if (j >= 0) j = sector[j].ceilingz;
else
{
sptr->lotag |= 32768;
goto REDODOOR;
}
}
sptr->lotag ^= 0x8000;
SetAnimation(sn,&sptr->ceilingz,j,sptr->extra);
A_CallSound(sn,ii);
return;
case ST_21_FLOOR_DOOR:
i = GetAnimationGoal(&sptr->floorz);
if (i >= 0)
{
if (animategoal[sn] == sptr->ceilingz)
animategoal[i] = sector[nextsectorneighborz(sn,sptr->ceilingz,1,1)].floorz;
else animategoal[i] = sptr->ceilingz;
}
else
{
if (sptr->ceilingz == sptr->floorz)
j = sector[nextsectorneighborz(sn,sptr->ceilingz,1,1)].floorz;
else j = sptr->ceilingz;
sptr->lotag ^= 0x8000;
if (SetAnimation(sn,&sptr->floorz,j,sptr->extra) >= 0)
A_CallSound(sn,ii);
}
return;
case ST_22_SPLITTING_DOOR:
if (sptr->lotag&0x8000)
{
int32_t q = (sptr->ceilingz+sptr->floorz)>>1;
j = SetAnimation(sn, &sptr->floorz, q, sptr->extra);
j = SetAnimation(sn, &sptr->ceilingz, q, sptr->extra);
}
else
{
int32_t fneigh = nextsectorneighborz(sn, sptr->floorz, 1, 1);
int32_t cneigh = nextsectorneighborz(sn, sptr->ceilingz, -1, -1);
if (fneigh>=0 && cneigh>=0)
{
j = SetAnimation(sn, &sptr->floorz, sector[fneigh].floorz, sptr->extra);
j = SetAnimation(sn, &sptr->ceilingz, sector[cneigh].ceilingz, sptr->extra);
}
else
{
OSD_Printf("WARNING: ST22: null sector: floor neighbor=%d, ceiling neighbor=%d!\n",
fneigh, cneigh);
sptr->lotag ^= 0x8000;
}
}
sptr->lotag ^= 0x8000;
A_CallSound(sn,ii);
return;
case ST_23_SWINGING_DOOR: //Swingdoor
j = -1;
for (SPRITES_OF(STAT_EFFECTOR, i))
if (SLT == SE_11_SWINGING_DOOR && SECT == sn && !T5)
{
j = i;
break;
}
if (i < 0)
{
OSD_Printf("WARNING: SE23 i<0!\n");
return;
} // JBF
l = sector[SECT].lotag&0x8000;
if (j >= 0)
{
int32_t playedsnd = 0;
for (SPRITES_OF(STAT_EFFECTOR, i))
if (l == (sector[SECT].lotag&0x8000) && SLT == SE_11_SWINGING_DOOR && sprite[j].hitag == SHT && !T5)
{
if (sector[SECT].lotag&0x8000) sector[SECT].lotag &= 0x7fff;
else sector[SECT].lotag |= 0x8000;
T5 = 1;
T4 = -T4;
if (!playedsnd)
{
A_CallSound(sn,i);
playedsnd = 1;
}
}
}
return;
case ST_25_SLIDING_DOOR: //Subway type sliding doors
for (SPRITES_OF(STAT_EFFECTOR, j))
if (sprite[j].lotag == SE_15_SLIDING_DOOR && sprite[j].sectnum == sn)
break; //Found the sectoreffector.
if (j < 0)
return;
for (SPRITES_OF(STAT_EFFECTOR, i))
if (SHT==sprite[j].hitag)
{
if (SLT == SE_15_SLIDING_DOOR)
{
sector[SECT].lotag ^= 0x8000; // Toggle the open or close
SA += 1024;
if (T5)
A_CallSound(SECT,i);
A_CallSound(SECT,i);
T5 = (sector[SECT].lotag&0x8000) ? 1 : 2;
}
}
return;
case ST_27_STRETCH_BRIDGE: //Extended bridge
for (SPRITES_OF(STAT_EFFECTOR, j))
if ((sprite[j].lotag&0xff)==SE_20_STRETCH_BRIDGE && sprite[j].sectnum == sn) //Bridge
{
sector[sn].lotag ^= 0x8000;
// Highest bit now set means we're opening.
actor[j].t_data[0] = (sector[sn].lotag&0x8000) ? 1 : 2;
A_CallSound(sn,ii);
break;
}
return;
case ST_28_DROP_FLOOR:
//activate the rest of them
for (SPRITES_OF_SECT(sn, j))
if (sprite[j].statnum==STAT_EFFECTOR && (sprite[j].lotag&0xff)==SE_21_DROP_FLOOR)
break;
if (j >= 0) // PK: The matching SE21 might have gone, see SE_21_KILLIT in actors.c
{
j = sprite[j].hitag;
for (SPRITES_OF(STAT_EFFECTOR, l))
{
if ((sprite[l].lotag&0xff)==SE_21_DROP_FLOOR && !actor[l].t_data[0] &&
sprite[l].hitag == j)
actor[l].t_data[0] = 1;
}
A_CallSound(sn,ii);
}
return;
}
}
void G_OperateRespawns(int32_t low)
{
int32_t i, nexti;
for (SPRITES_OF_STAT_SAFE(STAT_FX, i, nexti))
{
spritetype *respr = &sprite[i];
if (respr->lotag == low && respr->picnum == RESPAWN)
{
if (!ud.monsters_off || !A_CheckEnemyTile(respr->hitag))
{
int32_t j = A_Spawn(i, TRANSPORTERSTAR);
sprite[j].z -= (32<<8);
// Just a way to killit (see G_MoveFX(): RESPAWN__STATIC)
respr->extra = 66-12;
}
}
}
}
void G_OperateActivators(int32_t low, int32_t snum)
{
int32_t i, nexti, j, k;
walltype *wal;
for (i=g_numCyclers-1; i>=0; i--)
{
int16_t *const p = &cyclers[i][0];
if (p[4] == low)
{
p[5] = !p[5];
sector[p[0]].floorshade = sector[p[0]].ceilingshade = p[3];
wal = &wall[sector[p[0]].wallptr];
for (j=sector[p[0]].wallnum; j > 0; j--,wal++)
wal->shade = p[3];
}
}
k = -1;
for (SPRITES_OF_STAT_SAFE(STAT_ACTIVATOR, i, nexti))
{
if (sprite[i].lotag == low)
{
if (sprite[i].picnum == ACTIVATORLOCKED)
{
sector[SECT].lotag ^= 16384;
if (snum >= 0 && snum < ud.multimode)
P_DoQuote((sector[SECT].lotag&16384) ? QUOTE_LOCKED : QUOTE_UNLOCKED,
g_player[snum].ps);
}
else
{
switch (SHT)
{
case 1:
if (sector[SECT].floorz != sector[SECT].ceilingz)
continue;
break;
case 2:
if (sector[SECT].floorz == sector[SECT].ceilingz)
continue;
break;
}
// ST_2_UNDERWATER
if (sector[sprite[i].sectnum].lotag < 3)
{
for (SPRITES_OF_SECT(sprite[i].sectnum, j))
if (sprite[j].statnum == STAT_EFFECTOR)
switch (sprite[j].lotag)
{
case SE_36_PROJ_SHOOTER:
case SE_31_FLOOR_RISE_FALL:
case SE_32_CEILING_RISE_FALL:
case SE_18_INCREMENTAL_SECTOR_RISE_FALL:
actor[j].t_data[0] = 1-actor[j].t_data[0];
A_CallSound(SECT,j);
break;
}
}
if (k == -1 && (sector[SECT].lotag&0xff) == ST_22_SPLITTING_DOOR)
k = A_CallSound(SECT,i);
G_OperateSectors(SECT,i);
}
}
}
G_OperateRespawns(low);
}
void G_OperateMasterSwitches(int32_t low)
{
int32_t i;
for (SPRITES_OF(STAT_STANDABLE, i))
if (PN == MASTERSWITCH && SLT == low && SP == 0)
SP = 1;
}
void G_OperateForceFields(int32_t s, int32_t low)
{
int32_t p=g_numAnimWalls;
for (; p>=0; p--)
{
const int32_t i = animwall[p].wallnum;
if (low == wall[i].lotag || low == -1)
if (G_GetForcefieldPicnum(i) == W_FORCEFIELD
|| (wall[i].overpicnum == BIGFORCE))
{
animwall[p].tag = 0;
if (wall[i].cstat)
{
wall[i].cstat = 0;
if (s >= 0 && sprite[s].picnum == SECTOREFFECTOR && sprite[s].lotag == SE_30_TWO_WAY_TRAIN)
wall[i].lotag = 0;
}
else
wall[i].cstat = FORCEFIELD_CSTAT;
}
}
}
// List of switches that function like dip (combination lock) switches.
#define DIPSWITCH_LIKE_CASES \
DIPSWITCH__STATIC: \
case TECHSWITCH__STATIC: \
case ALIENSWITCH__STATIC
// List of access switches.
#define ACCESSSWITCH_CASES \
ACCESSSWITCH__STATIC: \
case ACCESSSWITCH2__STATIC
// List of switches that don't fit the two preceding categories, and are not
// the MULTISWITCH. 13 cases.
#define REST_SWITCH_CASES \
DIPSWITCH2__STATIC: \
case DIPSWITCH3__STATIC: \
case FRANKENSTINESWITCH__STATIC: \
case HANDSWITCH__STATIC: \
case LIGHTSWITCH2__STATIC: \
case LIGHTSWITCH__STATIC: \
case LOCKSWITCH1__STATIC: \
case POWERSWITCH1__STATIC: \
case POWERSWITCH2__STATIC: \
case PULLSWITCH__STATIC: \
case SLOTDOOR__STATIC: \
case SPACEDOORSWITCH__STATIC: \
case SPACELIGHTSWITCH__STATIC
// Returns:
// 0: is not a dipswitch-like switch
// 1: is one, off
// 2: is one, on
static int32_t G_IsLikeDipswitch(int32_t picnum)
{
int32_t i;
for (i=0; i<2; i++)
if (picnum == DIPSWITCH+i || picnum == TECHSWITCH+i || picnum == ALIENSWITCH+i)
return 1+i;
return 0;
}
// Get base (unpressed) tile number for switch.
static int32_t G_GetBaseSwitch(int32_t picnum)
{
if (picnum==DIPSWITCH+1
|| picnum==TECHSWITCH+1
|| picnum==ALIENSWITCH+1
|| picnum==DIPSWITCH2+1
|| picnum==DIPSWITCH3+1
|| picnum==PULLSWITCH+1
|| picnum==HANDSWITCH+1
|| picnum==SLOTDOOR+1
|| picnum==LIGHTSWITCH+1
|| picnum==SPACELIGHTSWITCH+1
|| picnum==SPACEDOORSWITCH+1
|| picnum==FRANKENSTINESWITCH+1
|| picnum==LIGHTSWITCH2+1
|| picnum==POWERSWITCH1+1
|| picnum==LOCKSWITCH1+1
|| picnum==POWERSWITCH2+1
)
{
return picnum-1;
}
if (picnum > MULTISWITCH && picnum <= MULTISWITCH+3)
{
return MULTISWITCH;
}
return picnum;
}
int32_t P_ActivateSwitch(int32_t snum, int32_t w, int32_t switchissprite)
{
int32_t lotag, hitag, picnum, switchpal;
vec3_t davector;
int32_t switchpicnum;
int32_t i, correctdips = 1, numdips = 0;
if (w < 0)
return 0;
if (switchissprite == 1) // A wall sprite
{
if (actor[w].lasttransport == totalclock)
return 0;
actor[w].lasttransport = totalclock;
lotag = sprite[w].lotag;
if (lotag == 0)
return 0;
hitag = sprite[w].hitag;
Bmemcpy(&davector, &sprite[w], sizeof(vec3_t));
picnum = sprite[w].picnum;
switchpal = sprite[w].pal;
}
else
{
lotag = wall[w].lotag;
if (lotag == 0)
return 0;
hitag = wall[w].hitag;
Bmemcpy(&davector, &wall[w], sizeof(int32_t) * 2);
davector.z = g_player[snum].ps->pos.z;
picnum = wall[w].picnum;
switchpal = wall[w].pal;
}
// initprintf("P_ActivateSwitch called picnum=%i switchissprite=%i\n",picnum,switchissprite);
switchpicnum = G_GetBaseSwitch(picnum);
switch (DYNAMICTILEMAP(switchpicnum))
{
case DIPSWITCH_LIKE_CASES:
break;
case ACCESSSWITCH_CASES:
if (g_player[snum].ps->access_incs == 0)
{
int32_t pp;
static const int32_t key_switchpal[3] = { 0, 21, 23 };
static const int32_t need_key_quote[3] = {
QUOTE_NEED_BLUE_KEY, QUOTE_NEED_RED_KEY, QUOTE_NEED_YELLOW_KEY
};
for (pp=0; pp<3; pp++)
if (switchpal == key_switchpal[pp])
{
if (g_player[snum].ps->got_access & (1<<pp))
g_player[snum].ps->access_incs = 1;
else
P_DoQuote(need_key_quote[pp], g_player[snum].ps);
break;
}
if (g_player[snum].ps->access_incs == 1)
{
if (switchissprite == 0)
g_player[snum].ps->access_wallnum = w;
else
g_player[snum].ps->access_spritenum = w;
}
return 0;
}
/* fall-through (XXX: intended?) */
case MULTISWITCH__STATIC:
case REST_SWITCH_CASES:
if (G_CheckActivatorMotion(lotag))
return 0;
break;
default:
if (CheckDoorTile(picnum) == 0)
return 0;
break;
}
for (SPRITES_OF(STAT_DEFAULT, i))
{
if (lotag == SLT)
{
// Put the tile number into a variable so later switches don't
// trigger on the result of changes:
const int32_t switchpic = PN;
if (switchpic >= MULTISWITCH && switchpic <= MULTISWITCH+3)
{
sprite[i].picnum++;
if (sprite[i].picnum > MULTISWITCH+3)
sprite[i].picnum = MULTISWITCH;
}
switch (DYNAMICTILEMAP(switchpic))
{
case DIPSWITCH_LIKE_CASES:
if (switchissprite == 1 && w == i)
PN++;
else if (SHT == 0)
correctdips++;
numdips++;
break;
case ACCESSSWITCH_CASES:
case REST_SWITCH_CASES:
sprite[i].picnum++;
break;
default:
if (switchpic <= 0) // oob safety
break;
switch (DYNAMICTILEMAP(switchpic-1))
{
case DIPSWITCH_LIKE_CASES:
if (switchissprite == 1 && w == i)
PN--;
else if (SHT == 1)
correctdips++;
numdips++;
break;
case REST_SWITCH_CASES:
sprite[i].picnum--;
break;
}
break;
}
}
}
for (i=numwalls-1; i>=0; i--)
{
const int32_t x = i;
if (lotag == wall[x].lotag)
{
if (wall[x].picnum >= MULTISWITCH && wall[x].picnum <= MULTISWITCH+3)
{
wall[x].picnum++;
if (wall[x].picnum > MULTISWITCH+3)
wall[x].picnum = MULTISWITCH;
}
switch (DYNAMICTILEMAP(wall[x].picnum))
{
case DIPSWITCH_LIKE_CASES:
if (switchissprite == 0 && i == w)
wall[x].picnum++;
else if (wall[x].hitag == 0)
correctdips++;
numdips++;
break;
case ACCESSSWITCH_CASES:
case REST_SWITCH_CASES:
wall[x].picnum++;
break;
default:
if (wall[x].picnum <= 0) // oob safety
break;
switch (DYNAMICTILEMAP(wall[x].picnum-1))
{
case DIPSWITCH_LIKE_CASES:
if (switchissprite == 0 && i == w)
wall[x].picnum--;
else if (wall[x].hitag == 1)
correctdips++;
numdips++;
break;
case REST_SWITCH_CASES:
wall[x].picnum--;
break;
}
break;
}
}
}
if (lotag == 65535)
{
g_player[myconnectindex].ps->gm = MODE_EOL;
if (ud.from_bonus)
{
ud.level_number = ud.from_bonus;
ud.m_level_number = ud.level_number;
ud.from_bonus = 0;
}
else
{
ud.level_number++;
if (ud.level_number > MAXLEVELS-1)
ud.level_number = 0;
ud.m_level_number = ud.level_number;
}
return 1;
}
switchpicnum = G_GetBaseSwitch(picnum);
switch (DYNAMICTILEMAP(switchpicnum))
{
default:
if (CheckDoorTile(picnum) == 0)
break;
/* fall-through */
case DIPSWITCH_LIKE_CASES:
if (G_IsLikeDipswitch(picnum))
{
if (picnum == ALIENSWITCH || picnum == ALIENSWITCH+1)
{
if (switchissprite == 1)
S_PlaySound3D(ALIEN_SWITCH1, w, &davector);
else
S_PlaySound3D(ALIEN_SWITCH1, g_player[snum].ps->i, &davector);
}
else
{
if (switchissprite == 1)
S_PlaySound3D(SWITCH_ON, w, &davector);
else
S_PlaySound3D(SWITCH_ON, g_player[snum].ps->i, &davector);
}
if (numdips != correctdips)
break;
S_PlaySound3D(END_OF_LEVEL_WARN, g_player[snum].ps->i, &davector);
}
/* fall-through */
case ACCESSSWITCH_CASES:
case MULTISWITCH__STATIC:
case REST_SWITCH_CASES:
{
int32_t x;
if (picnum >= MULTISWITCH && picnum <= MULTISWITCH+3)
lotag += picnum - MULTISWITCH;
for (SPRITES_OF(STAT_EFFECTOR, x))
{
if (sprite[x].hitag == lotag)
{
switch (sprite[x].lotag)
{
case SE_12_LIGHT_SWITCH:
sector[sprite[x].sectnum].floorpal = 0;
actor[x].t_data[0]++;
if (actor[x].t_data[0] == 2)
actor[x].t_data[0]++;
break;
case SE_24_CONVEYOR:
case SE_34:
case SE_25_PISTON:
actor[x].t_data[4] = !actor[x].t_data[4];
P_DoQuote(actor[x].t_data[4] ? QUOTE_DEACTIVATED : QUOTE_ACTIVATED,
g_player[snum].ps);
break;
case SE_21_DROP_FLOOR:
P_DoQuote(QUOTE_ACTIVATED, g_player[screenpeek].ps);
break;
}
}
}
G_OperateActivators(lotag,snum);
G_OperateForceFields(g_player[snum].ps->i, lotag);
G_OperateMasterSwitches(lotag);
if (G_IsLikeDipswitch(picnum))
return 1;
if (hitag == 0 && CheckDoorTile(picnum) == 0)
{
if (switchissprite == 1)
S_PlaySound3D(SWITCH_ON, w, &davector);
else
S_PlaySound3D(SWITCH_ON, g_player[snum].ps->i, &davector);
}
else if (hitag != 0)
{
if (switchissprite == 1 && (g_sounds[hitag].m & SF_TALK) == 0)
S_PlaySound3D(hitag, w, &davector);
else
A_PlaySound(hitag, g_player[snum].ps->i);
}
return 1;
}
}
return 0;
}
void G_ActivateBySector(int32_t sect, int32_t j)
{
int32_t i;
int32_t didit = 0;
for (SPRITES_OF_SECT(sect, i))
if (PN == ACTIVATOR)
{
G_OperateActivators(SLT,-1);
didit = 1;
}
if (didit == 0)
G_OperateSectors(sect,j);
}
static void BreakWall(int32_t newpn, int32_t spr, int32_t dawallnum)
{
wall[dawallnum].picnum = newpn;
A_PlaySound(VENT_BUST,spr);
A_PlaySound(GLASS_HEAVYBREAK,spr);
A_SpawnWallGlass(spr,dawallnum,10);
}
void A_DamageWall(int32_t spr, int32_t dawallnum, const vec3_t *pos, int32_t atwith)
{
int16_t sn = -1;
int32_t j, i, darkestwall;
walltype *wal = &wall[dawallnum];
if (wal->overpicnum == MIRROR && wal->pal != 4 &&
A_CheckSpriteTileFlags(atwith,SPRITE_PROJECTILE) &&
(SpriteProjectile[spr].workslike & PROJECTILE_RPG))
{
if (wal->nextwall == -1 || wall[wal->nextwall].pal != 4)
{
A_SpawnWallGlass(spr,dawallnum,70);
wal->cstat &= ~16;
wal->overpicnum = MIRRORBROKE;
A_PlaySound(GLASS_HEAVYBREAK,spr);
return;
}
}
if (wal->overpicnum == MIRROR && wal->pal != 4)
{
switch (DYNAMICTILEMAP(atwith))
{
case HEAVYHBOMB__STATIC:
case RADIUSEXPLOSION__STATIC:
case RPG__STATIC:
case HYDRENT__STATIC:
case SEENINE__STATIC:
case OOZFILTER__STATIC:
case EXPLODINGBARREL__STATIC:
if (wal->nextwall == -1 || wall[wal->nextwall].pal != 4)
{
A_SpawnWallGlass(spr,dawallnum,70);
wal->cstat &= ~16;
wal->overpicnum = MIRRORBROKE;
A_PlaySound(GLASS_HEAVYBREAK,spr);
return;
}
}
}
if (((wal->cstat&16) || wal->overpicnum == BIGFORCE) && wal->nextsector >= 0)
if (sector[wal->nextsector].floorz > pos->z)
if (sector[wal->nextsector].floorz != sector[wal->nextsector].ceilingz)
{
int32_t switchpicnum = G_GetForcefieldPicnum(dawallnum);
switch (DYNAMICTILEMAP(switchpicnum))
{
case W_FORCEFIELD__STATIC:
wal->extra = 1; // tell the forces to animate
/* fall-through */
case BIGFORCE__STATIC:
updatesector(pos->x, pos->y, &sn);
if (sn < 0)
return;
{
int32_t xr=32, yr=32;
if (atwith == -1)
xr = yr = 8;
else if (atwith == CHAINGUN)
{
xr = 16+sprite[spr].xrepeat;
yr = 16+sprite[spr].yrepeat;
}
i = A_InsertSprite(sn, pos->x,pos->y,pos->z, FORCERIPPLE,
-127, xr,yr, 0,0,0,spr,5);
}
CS |= 18+128;
SA = getangle(wal->x-wall[wal->point2].x,
wal->y-wall[wal->point2].y)-512;
A_PlaySound(SOMETHINGHITFORCE,i);
return;
case FANSPRITE__STATIC:
wal->overpicnum = FANSPRITEBROKE;
wal->cstat &= 65535-65;
if (wal->nextwall >= 0)
{
wall[wal->nextwall].overpicnum = FANSPRITEBROKE;
wall[wal->nextwall].cstat &= 65535-65;
}
A_PlaySound(VENT_BUST,spr);
A_PlaySound(GLASS_BREAKING,spr);
return;
case GLASS__STATIC:
updatesector(pos->x,pos->y,&sn);
if (sn < 0)
return;
wal->overpicnum=GLASS2;
A_SpawnWallGlass(spr,dawallnum,10);
wal->cstat = 0;
if (wal->nextwall >= 0)
wall[wal->nextwall].cstat = 0;
i = A_InsertSprite(sn,pos->x,pos->y,pos->z,SECTOREFFECTOR,0,0,0,g_player[0].ps->ang,0,0,spr,3);
SLT = 128;
T2 = 5;
T3 = dawallnum;
A_PlaySound(GLASS_BREAKING,i);
return;
case STAINGLASS1__STATIC:
updatesector(pos->x,pos->y,&sn);
if (sn < 0)
return;
A_SpawnRandomGlass(spr,dawallnum,80);
wal->cstat = 0;
if (wal->nextwall >= 0)
wall[wal->nextwall].cstat = 0;
A_PlaySound(VENT_BUST,spr);
A_PlaySound(GLASS_BREAKING,spr);
return;
}
}
switch (DYNAMICTILEMAP(wal->picnum))
{
case COLAMACHINE__STATIC:
case VENDMACHINE__STATIC:
BreakWall(wal->picnum+2,spr,dawallnum);
A_PlaySound(VENT_BUST,spr);
return;
case OJ__STATIC:
case FEMPIC2__STATIC:
case FEMPIC3__STATIC:
case SCREENBREAK6__STATIC:
case SCREENBREAK7__STATIC:
case SCREENBREAK8__STATIC:
case SCREENBREAK1__STATIC:
case SCREENBREAK2__STATIC:
case SCREENBREAK3__STATIC:
case SCREENBREAK4__STATIC:
case SCREENBREAK5__STATIC:
case SCREENBREAK9__STATIC:
case SCREENBREAK10__STATIC:
case SCREENBREAK11__STATIC:
case SCREENBREAK12__STATIC:
case SCREENBREAK13__STATIC:
case SCREENBREAK14__STATIC:
case SCREENBREAK15__STATIC:
case SCREENBREAK16__STATIC:
case SCREENBREAK17__STATIC:
case SCREENBREAK18__STATIC:
case SCREENBREAK19__STATIC:
case BORNTOBEWILDSCREEN__STATIC:
A_SpawnWallGlass(spr,dawallnum,30);
wal->picnum=W_SCREENBREAK+(krand()%3);
A_PlaySound(GLASS_HEAVYBREAK,spr);
return;
case W_TECHWALL5__STATIC:
case W_TECHWALL6__STATIC:
case W_TECHWALL7__STATIC:
case W_TECHWALL8__STATIC:
case W_TECHWALL9__STATIC:
BreakWall(wal->picnum+1,spr,dawallnum);
return;
case W_MILKSHELF__STATIC:
BreakWall(W_MILKSHELFBROKE,spr,dawallnum);
return;
case W_TECHWALL10__STATIC:
BreakWall(W_HITTECHWALL10,spr,dawallnum);
return;
case W_TECHWALL1__STATIC:
case W_TECHWALL11__STATIC:
case W_TECHWALL12__STATIC:
case W_TECHWALL13__STATIC:
case W_TECHWALL14__STATIC:
BreakWall(W_HITTECHWALL1,spr,dawallnum);
return;
case W_TECHWALL15__STATIC:
BreakWall(W_HITTECHWALL15,spr,dawallnum);
return;
case W_TECHWALL16__STATIC:
BreakWall(W_HITTECHWALL16,spr,dawallnum);
return;
case W_TECHWALL2__STATIC:
BreakWall(W_HITTECHWALL2,spr,dawallnum);
return;
case W_TECHWALL3__STATIC:
BreakWall(W_HITTECHWALL3,spr,dawallnum);
return;
case W_TECHWALL4__STATIC:
BreakWall(W_HITTECHWALL4,spr,dawallnum);
return;
case ATM__STATIC:
wal->picnum = ATMBROKE;
A_SpawnMultiple(spr, MONEY, 1+(krand()&7));
A_PlaySound(GLASS_HEAVYBREAK,spr);
break;
case WALLLIGHT1__STATIC:
case WALLLIGHT2__STATIC:
case WALLLIGHT3__STATIC:
case WALLLIGHT4__STATIC:
case TECHLIGHT2__STATIC:
case TECHLIGHT4__STATIC:
A_PlaySound(rnd(128) ? GLASS_HEAVYBREAK : GLASS_BREAKING, spr);
A_SpawnWallGlass(spr,dawallnum,30);
if (wal->picnum == WALLLIGHT1)
wal->picnum = WALLLIGHTBUST1;
if (wal->picnum == WALLLIGHT2)
wal->picnum = WALLLIGHTBUST2;
if (wal->picnum == WALLLIGHT3)
wal->picnum = WALLLIGHTBUST3;
if (wal->picnum == WALLLIGHT4)
wal->picnum = WALLLIGHTBUST4;
if (wal->picnum == TECHLIGHT2)
wal->picnum = TECHLIGHTBUST2;
if (wal->picnum == TECHLIGHT4)
wal->picnum = TECHLIGHTBUST4;
if (wal->lotag == 0)
return;
sn = wal->nextsector;
if (sn < 0)
return;
darkestwall = 0;
wal = &wall[sector[sn].wallptr];
for (i=sector[sn].wallnum; i > 0; i--,wal++)
if (wal->shade > darkestwall)
darkestwall=wal->shade;
j = krand()&1;
for (SPRITES_OF(STAT_EFFECTOR, i))
if (SHT == wall[dawallnum].lotag && SLT == SE_3_RANDOM_LIGHTS_AFTER_SHOT_OUT)
{
T3 = j;
T4 = darkestwall;
T5 = 1;
}
break;
}
}
// NOTE: return value never examined in any of the callers.
int32_t Sect_DamageCeilingOrFloor(int32_t floorp, int32_t sn)
{
int32_t i, j;
const int32_t RETURN_in = floorp ? 131072+sn : 65536+sn;
// NOTE: pass RETURN in the dist argument, too.
int32_t ret = VM_OnEvent(EVENT_DAMAGEHPLANE, g_player[screenpeek].ps->i, screenpeek,
RETURN_in, RETURN_in);
if (ret < 0)
return 0;
if (floorp)
return 0;
if (ret == (1<<20))
{
// Execute the hard-coded stuff without changing picnum (expected to
// have been done by the event).
goto GLASSBREAK_CODE;
}
switch (DYNAMICTILEMAP(sector[sn].ceilingpicnum))
{
case WALLLIGHT1__STATIC:
case WALLLIGHT2__STATIC:
case WALLLIGHT3__STATIC:
case WALLLIGHT4__STATIC:
case TECHLIGHT2__STATIC:
case TECHLIGHT4__STATIC:
if (sector[sn].ceilingpicnum == WALLLIGHT1)
sector[sn].ceilingpicnum = WALLLIGHTBUST1;
if (sector[sn].ceilingpicnum == WALLLIGHT2)
sector[sn].ceilingpicnum = WALLLIGHTBUST2;
if (sector[sn].ceilingpicnum == WALLLIGHT3)
sector[sn].ceilingpicnum = WALLLIGHTBUST3;
if (sector[sn].ceilingpicnum == WALLLIGHT4)
sector[sn].ceilingpicnum = WALLLIGHTBUST4;
if (sector[sn].ceilingpicnum == TECHLIGHT2)
sector[sn].ceilingpicnum = TECHLIGHTBUST2;
if (sector[sn].ceilingpicnum == TECHLIGHT4)
sector[sn].ceilingpicnum = TECHLIGHTBUST4;
GLASSBREAK_CODE:
A_SpawnCeilingGlass(g_player[myconnectindex].ps->i,sn,10);
A_PlaySound(GLASS_BREAKING,g_player[screenpeek].ps->i);
if (sector[sn].hitag == 0)
{
for (SPRITES_OF_SECT(sn, i))
{
if (PN == SECTOREFFECTOR && SLT == SE_12_LIGHT_SWITCH)
{
for (SPRITES_OF(STAT_EFFECTOR, j))
if (sprite[j].hitag == SHT)
actor[j].t_data[3] = 1;
break;
}
}
}
j = krand()&1;
for (SPRITES_OF(STAT_EFFECTOR, i))
if (SHT == sector[sn].hitag && SLT == SE_3_RANDOM_LIGHTS_AFTER_SHOT_OUT)
{
T3 = j;
T5 = 1;
}
return 1;
}
return 0;
}
// hard coded props... :(
void A_DamageObject(int32_t i,int32_t sn)
{
int16_t j;
int32_t k, rpg=0;
spritetype *s;
if (g_netClient)
{
return;
}
i &= (MAXSPRITES-1);
if (A_CheckSpriteFlags(sn,SPRITE_PROJECTILE))
if (SpriteProjectile[sn].workslike & PROJECTILE_RPG)
rpg = 1;
switch (DYNAMICTILEMAP(PN))
{
case OCEANSPRITE1__STATIC:
case OCEANSPRITE2__STATIC:
case OCEANSPRITE3__STATIC:
case OCEANSPRITE4__STATIC:
case OCEANSPRITE5__STATIC:
A_Spawn(i,SMALLSMOKE);
A_DeleteSprite(i);
break;
case QUEBALL__STATIC:
case STRIPEBALL__STATIC:
if (sprite[sn].picnum == QUEBALL || sprite[sn].picnum == STRIPEBALL)
{
sprite[sn].xvel = (sprite[i].xvel>>1)+(sprite[i].xvel>>2);
sprite[sn].ang -= (SA<<1)+1024;
SA = getangle(SX-sprite[sn].x,SY-sprite[sn].y)-512;
if (S_CheckSoundPlaying(i,POOLBALLHIT) < 2)
A_PlaySound(POOLBALLHIT,i);
}
else
{
if (krand()&3)
{
sprite[i].xvel = 164;
sprite[i].ang = sprite[sn].ang;
}
else
{
A_SpawnWallGlass(i,-1,3);
A_DeleteSprite(i);
}
}
break;
case TREE1__STATIC:
case TREE2__STATIC:
case TIRE__STATIC:
case CONE__STATIC:
case BOX__STATIC:
{
if (rpg == 1)
if (T1 == 0)
{
CS &= ~257;
T1 = 1;
A_Spawn(i,BURNING);
}
switch (DYNAMICTILEMAP(sprite[sn].picnum))
{
case RADIUSEXPLOSION__STATIC:
case RPG__STATIC:
case FIRELASER__STATIC:
case HYDRENT__STATIC:
case HEAVYHBOMB__STATIC:
if (T1 == 0)
{
CS &= ~257;
T1 = 1;
A_Spawn(i,BURNING);
}
break;
}
break;
}
case CACTUS__STATIC:
{
if (rpg == 1)
for (k=64; k>0; k--)
{
j = A_InsertSprite(SECT,SX,SY,SZ-(krand()%(48<<8)),SCRAP3+(krand()&3),-8,48,48,krand()&2047,(krand()&63)+64,-(krand()&4095)-(sprite[i].zvel>>2),i,5);
sprite[j].pal = 8;
}
// case CACTUSBROKE:
switch (DYNAMICTILEMAP(sprite[sn].picnum))
{
case RADIUSEXPLOSION__STATIC:
case RPG__STATIC:
case FIRELASER__STATIC:
case HYDRENT__STATIC:
case HEAVYHBOMB__STATIC:
for (k=64; k>0; k--)
{
j = A_InsertSprite(SECT,SX,SY,SZ-(krand()%(48<<8)),SCRAP3+(krand()&3),-8,48,48,krand()&2047,(krand()&63)+64,-(krand()&4095)-(sprite[i].zvel>>2),i,5);
sprite[j].pal = 8;
}
if (PN == CACTUS)
PN = CACTUSBROKE;
CS &= ~257;
// else A_DeleteSprite(i);
break;
}
break;
}
case HANGLIGHT__STATIC:
case GENERICPOLE2__STATIC:
for (k=6; k>0; k--)
A_InsertSprite(SECT,SX,SY,SZ-(8<<8),SCRAP1+(krand()&15),-8,48,48,krand()&2047,(krand()&63)+64,-(krand()&4095)-(sprite[i].zvel>>2),i,5);
A_PlaySound(GLASS_HEAVYBREAK,i);
A_DeleteSprite(i);
break;
case FANSPRITE__STATIC:
PN = FANSPRITEBROKE;
CS &= (65535-257);
if (sector[SECT].floorpicnum == FANSHADOW)
sector[SECT].floorpicnum = FANSHADOWBROKE;
A_PlaySound(GLASS_HEAVYBREAK,i);
s = &sprite[i];
for (j=16; j>0; j--)
RANDOMSCRAP;
break;
case WATERFOUNTAIN__STATIC:
// case WATERFOUNTAIN+1:
// case WATERFOUNTAIN+2:
PN = WATERFOUNTAINBROKE;
A_Spawn(i,TOILETWATER);
break;
case SATELITE__STATIC:
case FUELPOD__STATIC:
case SOLARPANNEL__STATIC:
case ANTENNA__STATIC:
if (sprite[sn].extra != G_InitialActorStrength(SHOTSPARK1))
{
for (j=15; j>0; j--)
A_InsertSprite(SECT,SX,SY,sector[SECT].floorz-(12<<8)-(j<<9),SCRAP1+(krand()&15),-8,64,64,
krand()&2047,(krand()&127)+64,-(krand()&511)-256,i,5);
A_Spawn(i,EXPLOSION2);
A_DeleteSprite(i);
}
break;
case BOTTLE1__STATIC:
case BOTTLE2__STATIC:
case BOTTLE3__STATIC:
case BOTTLE4__STATIC:
case BOTTLE5__STATIC:
case BOTTLE6__STATIC:
case BOTTLE8__STATIC:
case BOTTLE10__STATIC:
case BOTTLE11__STATIC:
case BOTTLE12__STATIC:
case BOTTLE13__STATIC:
case BOTTLE14__STATIC:
case BOTTLE15__STATIC:
case BOTTLE16__STATIC:
case BOTTLE17__STATIC:
case BOTTLE18__STATIC:
case BOTTLE19__STATIC:
case WATERFOUNTAINBROKE__STATIC:
case DOMELITE__STATIC:
case SUSHIPLATE1__STATIC:
case SUSHIPLATE2__STATIC:
case SUSHIPLATE3__STATIC:
case SUSHIPLATE4__STATIC:
case SUSHIPLATE5__STATIC:
case WAITTOBESEATED__STATIC:
case VASE__STATIC:
case STATUEFLASH__STATIC:
case STATUE__STATIC:
if (PN == BOTTLE10)
A_SpawnMultiple(i, MONEY, 4+(krand()&3));
else if (PN == STATUE || PN == STATUEFLASH)
{
A_SpawnRandomGlass(i,-1,40);
A_PlaySound(GLASS_HEAVYBREAK,i);
}
else if (PN == VASE)
A_SpawnWallGlass(i,-1,40);
A_PlaySound(GLASS_BREAKING,i);
SA = krand()&2047;
A_SpawnWallGlass(i,-1,8);
A_DeleteSprite(i);
break;
case FETUS__STATIC:
PN = FETUSBROKE;
A_PlaySound(GLASS_BREAKING,i);
A_SpawnWallGlass(i,-1,10);
break;
case FETUSBROKE__STATIC:
for (j=48; j>0; j--)
{
A_Shoot(i,BLOODSPLAT1);
SA += 333;
}
A_PlaySound(GLASS_HEAVYBREAK,i);
A_PlaySound(SQUISHED,i);
/* fall-through */
case BOTTLE7__STATIC:
A_PlaySound(GLASS_BREAKING,i);
A_SpawnWallGlass(i,-1,10);
A_DeleteSprite(i);
break;
case HYDROPLANT__STATIC:
PN = BROKEHYDROPLANT;
A_PlaySound(GLASS_BREAKING,i);
A_SpawnWallGlass(i,-1,10);
break;
case FORCESPHERE__STATIC:
sprite[i].xrepeat = 0;
actor[OW].t_data[0] = 32;
actor[OW].t_data[1] = !actor[OW].t_data[1];
actor[OW].t_data[2] ++;
A_Spawn(i,EXPLOSION2);
break;
case BROKEHYDROPLANT__STATIC:
A_PlaySound(GLASS_BREAKING,i);
A_SpawnWallGlass(i,-1,5);
A_DeleteSprite(i);
break;
case TOILET__STATIC:
PN = TOILETBROKE;
CS |= (krand()&1)<<2;
CS &= ~257;
A_Spawn(i,TOILETWATER);
A_PlaySound(GLASS_BREAKING,i);
break;
case STALL__STATIC:
PN = STALLBROKE;
CS |= (krand()&1)<<2;
CS &= ~257;
A_Spawn(i,TOILETWATER);
A_PlaySound(GLASS_HEAVYBREAK,i);
break;
case HYDRENT__STATIC:
PN = BROKEFIREHYDRENT;
A_Spawn(i,TOILETWATER);
// for(k=0;k<5;k++)
// {
// j = A_InsertSprite(SECT,SX,SY,SZ-(krand()%(48<<8)),SCRAP3+(krand()&3),-8,48,48,krand()&2047,(krand()&63)+64,-(krand()&4095)-(sprite[i].zvel>>2),i,5);
// sprite[j].pal = 2;
// }
A_PlaySound(GLASS_HEAVYBREAK,i);
break;
case GRATE1__STATIC:
PN = BGRATE1;
CS &= (65535-256-1);
A_PlaySound(VENT_BUST,i);
break;
case CIRCLEPANNEL__STATIC:
PN = CIRCLEPANNELBROKE;
CS &= (65535-256-1);
A_PlaySound(VENT_BUST,i);
break;
case PANNEL1__STATIC:
case PANNEL2__STATIC:
PN = BPANNEL1;
CS &= (65535-256-1);
A_PlaySound(VENT_BUST,i);
break;
case PANNEL3__STATIC:
PN = BPANNEL3;
CS &= (65535-256-1);
A_PlaySound(VENT_BUST,i);
break;
case PIPE1__STATIC:
case PIPE2__STATIC:
case PIPE3__STATIC:
case PIPE4__STATIC:
case PIPE5__STATIC:
case PIPE6__STATIC:
switch (DYNAMICTILEMAP(PN))
{
case PIPE1__STATIC:
PN=PIPE1B;
break;
case PIPE2__STATIC:
PN=PIPE2B;
break;
case PIPE3__STATIC:
PN=PIPE3B;
break;
case PIPE4__STATIC:
PN=PIPE4B;
break;
case PIPE5__STATIC:
PN=PIPE5B;
break;
case PIPE6__STATIC:
PN=PIPE6B;
break;
}
j = A_Spawn(i,STEAM);
sprite[j].z = sector[SECT].floorz-(32<<8);
break;
case MONK__STATIC:
case LUKE__STATIC:
case INDY__STATIC:
case JURYGUY__STATIC:
A_PlaySound(SLT,i);
A_Spawn(i,SHT);
/* fall-through */
case SPACEMARINE__STATIC:
sprite[i].extra -= sprite[sn].extra;
if (sprite[i].extra > 0) break;
SA = krand()&2047;
A_Shoot(i,BLOODSPLAT1);
SA = krand()&2047;
A_Shoot(i,BLOODSPLAT2);
SA = krand()&2047;
A_Shoot(i,BLOODSPLAT3);
SA = krand()&2047;
A_Shoot(i,BLOODSPLAT4);
SA = krand()&2047;
A_Shoot(i,BLOODSPLAT1);
SA = krand()&2047;
A_Shoot(i,BLOODSPLAT2);
SA = krand()&2047;
A_Shoot(i,BLOODSPLAT3);
SA = krand()&2047;
A_Shoot(i,BLOODSPLAT4);
A_DoGuts(i,JIBS1,1);
A_DoGuts(i,JIBS2,2);
A_DoGuts(i,JIBS3,3);
A_DoGuts(i,JIBS4,4);
A_DoGuts(i,JIBS5,1);
A_DoGuts(i,JIBS3,6);
S_PlaySound(SQUISHED);
A_DeleteSprite(i);
break;
case CHAIR1__STATIC:
case CHAIR2__STATIC:
PN = BROKENCHAIR;
CS = 0;
break;
case CHAIR3__STATIC:
case MOVIECAMERA__STATIC:
case SCALE__STATIC:
case VACUUM__STATIC:
case CAMERALIGHT__STATIC:
case IVUNIT__STATIC:
case POT1__STATIC:
case POT2__STATIC:
case POT3__STATIC:
case TRIPODCAMERA__STATIC:
A_PlaySound(GLASS_HEAVYBREAK,i);
s = &sprite[i];
for (j=16; j>0; j--)
RANDOMSCRAP;
A_DeleteSprite(i);
break;
case PLAYERONWATER__STATIC:
i = OW;
/* fall-through */
default:
if ((sprite[i].cstat&16) && SHT == 0 && SLT == 0 && sprite[i].statnum == STAT_DEFAULT)
break;
if ((sprite[sn].picnum == FREEZEBLAST || sprite[sn].owner != i) && sprite[i].statnum != STAT_PROJECTILE)
{
if (A_CheckEnemySprite(&sprite[i]) == 1)
{
if (sprite[sn].picnum == RPG)
sprite[sn].extra <<= 1;
if ((PN != DRONE) && (PN != ROTATEGUN) && (PN != COMMANDER) && (PN < GREENSLIME || PN > GREENSLIME+7))
if (sprite[sn].picnum != FREEZEBLAST)
if (!A_CheckSpriteTileFlags(PN, SPRITE_BADGUY))
{
j = A_Spawn(sn,JIBS6);
if (sprite[sn].pal == 6)
sprite[j].pal = 6;
sprite[j].z += (4<<8);
sprite[j].xvel = 16;
sprite[j].xrepeat = sprite[j].yrepeat = 24;
sprite[j].ang += 32-(krand()&63);
}
j = sprite[sn].owner;
if (j >= 0 && sprite[j].picnum == APLAYER && PN != ROTATEGUN && PN != DRONE)
if (g_player[P_Get(j)].ps->curr_weapon == SHOTGUN_WEAPON)
{
A_Shoot(i,BLOODSPLAT3);
A_Shoot(i,BLOODSPLAT1);
A_Shoot(i,BLOODSPLAT2);
A_Shoot(i,BLOODSPLAT4);
}
if (PN != TANK && PN != BOSS1 && PN != BOSS4 && PN != BOSS2 && PN != BOSS3 && PN != RECON && PN != ROTATEGUN)
{
if (sprite[i].extra > 0)
{
if ((sprite[i].cstat&48) == 0)
SA = (sprite[sn].ang+1024)&2047;
sprite[i].xvel = -(sprite[sn].extra<<2);
j = SECT;
pushmove((vec3_t *)&sprite[i],&j,128L,(4L<<8),(4L<<8),CLIPMASK0);
if (j != SECT && (unsigned)j < MAXSECTORS)
changespritesect(i,j);
}
}
if (sprite[i].statnum == STAT_ZOMBIEACTOR)
{
changespritestat(i, STAT_ACTOR);
actor[i].timetosleep = SLEEPTIME;
}
if ((sprite[i].xrepeat < 24 || PN == SHARK) && sprite[sn].picnum == SHRINKSPARK)
return;
}
if (sprite[i].statnum != STAT_ZOMBIEACTOR)
{
if (sprite[sn].picnum == FREEZEBLAST && ((PN == APLAYER && sprite[i].pal == 1) || (g_freezerSelfDamage == 0 && sprite[sn].owner == i)))
return;
actor[i].picnum = sprite[sn].picnum;
actor[i].extra += sprite[sn].extra;
actor[i].ang = sprite[sn].ang;
actor[i].owner = sprite[sn].owner;
}
if (sprite[i].statnum == STAT_PLAYER)
{
DukePlayer_t *ps = g_player[P_Get(i)].ps;
if (ps->newowner >= 0)
G_ClearCameraView(ps);
if (sprite[i].xrepeat < 24 && sprite[sn].picnum == SHRINKSPARK)
return;
if (sprite[actor[i].owner].picnum != APLAYER)
if (ud.player_skill >= 3)
sprite[sn].extra += (sprite[sn].extra>>1);
}
}
break;
}
}
void G_AlignWarpElevators(void)
{
int32_t i, j;
for (SPRITES_OF(STAT_EFFECTOR, i))
{
if (SLT == SE_17_WARP_ELEVATOR && SS > 16)
{
for (SPRITES_OF(STAT_EFFECTOR, j))
{
if (i != j && sprite[j].lotag == SE_17_WARP_ELEVATOR && SHT == sprite[j].hitag)
{
sector[sprite[j].sectnum].floorz = sector[SECT].floorz;
sector[sprite[j].sectnum].ceilingz = sector[SECT].ceilingz;
}
}
}
}
}
void P_HandleSharedKeys(int32_t snum)
{
int32_t i, k = 0, dainv;
uint32_t sb_snum = g_player[snum].sync->bits, j;
DukePlayer_t *const p = g_player[snum].ps;
if (p->cheat_phase == 1) return;
// 1<<0 = jump
// 1<<1 = crouch
// 1<<2 = fire
// 1<<3 = aim up
// 1<<4 = aim down
// 1<<5 = run
// 1<<6 = look left
// 1<<7 = look right
// 15<<8 = !weapon selection (bits 8-11)
// 1<<12 = !steroids
// 1<<13 = look up
// 1<<14 = look down
// 1<<15 = !nightvis
// 1<<16 = !medkit
// 1<<17 = (multiflag==1) ? changes meaning of bits 18 and 19
// 1<<18 = centre view
// 1<<19 = !holster weapon
// 1<<20 = !inventory left
// 1<<21 = !pause
// 1<<22 = !quick kick
// 1<<23 = aim mode
// 1<<24 = !holoduke
// 1<<25 = !jetpack
// 1<<26 = g_gameQuit
// 1<<27 = !inventory right
// 1<<28 = !turn around
// 1<<29 = !open
// 1<<30 = !inventory
// 1<<31 = !escape
i = p->aim_mode;
p->aim_mode = (sb_snum>>SK_AIMMODE)&1;
if (p->aim_mode < i)
p->return_to_center = 9;
if (TEST_SYNC_KEY(sb_snum, SK_QUICK_KICK) && p->quick_kick == 0)
if (p->curr_weapon != KNEE_WEAPON || p->kickback_pic == 0)
{
if (VM_OnEvent(EVENT_QUICKKICK,g_player[snum].ps->i,snum, -1, 0) == 0)
{
p->quick_kick = 14;
if (p->fta == 0 || p->ftq == 80)
P_DoQuote(QUOTE_MIGHTY_FOOT,p);
}
}
j = sb_snum & ((15u<<SK_WEAPON_BITS)|BIT(SK_STEROIDS)|BIT(SK_NIGHTVISION)|BIT(SK_MEDKIT)|BIT(SK_QUICK_KICK)| \
BIT(SK_HOLSTER)|BIT(SK_INV_LEFT)|BIT(SK_PAUSE)|BIT(SK_HOLODUKE)|BIT(SK_JETPACK)|BIT(SK_INV_RIGHT)| \
BIT(SK_TURNAROUND)|BIT(SK_OPEN)|BIT(SK_INVENTORY)|BIT(SK_ESCAPE));
sb_snum = j & ~p->interface_toggle_flag;
p->interface_toggle_flag |= sb_snum | ((sb_snum&0xf00)?0xf00:0);
p->interface_toggle_flag &= j | ((j&0xf00)?0xf00:0);
if (sb_snum && TEST_SYNC_KEY(sb_snum, SK_MULTIFLAG) == 0)
{
if (TEST_SYNC_KEY(sb_snum, SK_PAUSE))
{
KB_ClearKeyDown(sc_Pause);
if (ud.pause_on)
ud.pause_on = 0;
else ud.pause_on = 1+SHIFTS_IS_PRESSED;
if (ud.pause_on)
{
S_PauseMusic(1);
FX_StopAllSounds();
S_ClearSoundLocks();
}
else
{
if (ud.config.MusicToggle) S_PauseMusic(0);
pub = NUMPAGES;
pus = NUMPAGES;
}
}
if (ud.pause_on) return;
if (sprite[p->i].extra <= 0) return; // if dead...
if (TEST_SYNC_KEY(sb_snum, SK_INVENTORY) && p->newowner == -1) // inventory button generates event for selected item
{
if (VM_OnEvent(EVENT_INVENTORY,g_player[snum].ps->i,snum, -1, 0) == 0)
{
switch (p->inven_icon)
{
case ICON_JETPACK:
sb_snum |= BIT(SK_JETPACK);
break;
case ICON_HOLODUKE:
sb_snum |= BIT(SK_HOLODUKE);
break;
case ICON_HEATS:
sb_snum |= BIT(SK_NIGHTVISION);
break;
case ICON_FIRSTAID:
sb_snum |= BIT(SK_MEDKIT);
break;
case ICON_STEROIDS:
sb_snum |= BIT(SK_STEROIDS);
break;
}
}
}
if (TEST_SYNC_KEY(sb_snum, SK_NIGHTVISION))
{
if (VM_OnEvent(EVENT_USENIGHTVISION,g_player[snum].ps->i,snum, -1, 0) == 0
&& p->inv_amount[GET_HEATS] > 0)
{
p->heat_on = !p->heat_on;
P_UpdateScreenPal(p);
p->inven_icon = ICON_HEATS;
A_PlaySound(NITEVISION_ONOFF,p->i);
P_DoQuote(QUOTE_NVG_OFF-!!p->heat_on,p);
}
}
if (TEST_SYNC_KEY(sb_snum, SK_STEROIDS))
{
if (VM_OnEvent(EVENT_USESTEROIDS,g_player[snum].ps->i,snum, -1, 0) == 0)
{
if (p->inv_amount[GET_STEROIDS] == 400)
{
p->inv_amount[GET_STEROIDS]--;
A_PlaySound(DUKE_TAKEPILLS,p->i);
P_DoQuote(QUOTE_USED_STEROIDS,p);
}
if (p->inv_amount[GET_STEROIDS] > 0)
p->inven_icon = ICON_STEROIDS;
}
return; // is there significance to returning?
}
if (p->refresh_inventory)
sb_snum |= BIT(SK_INV_LEFT); // emulate move left...
if (p->newowner == -1 && (TEST_SYNC_KEY(sb_snum, SK_INV_LEFT) || TEST_SYNC_KEY(sb_snum, SK_INV_RIGHT)))
{
p->invdisptime = GAMETICSPERSEC*2;
if (TEST_SYNC_KEY(sb_snum, SK_INV_RIGHT)) k = 1;
else k = 0;
if (p->refresh_inventory) p->refresh_inventory = 0;
dainv = p->inven_icon;
i = 0;
CHECKINV1:
if (i < 9)
{
i++;
switch (dainv)
{
case ICON_JETPACK:
if (p->inv_amount[GET_JETPACK] > 0 && i > 1)
break;
if (k) dainv++;
else dainv--;
goto CHECKINV1;
case ICON_SCUBA:
if (p->inv_amount[GET_SCUBA] > 0 && i > 1)
break;
if (k) dainv++;
else dainv--;
goto CHECKINV1;
case ICON_STEROIDS:
if (p->inv_amount[GET_STEROIDS] > 0 && i > 1)
break;
if (k) dainv++;
else dainv--;
goto CHECKINV1;
case ICON_HOLODUKE:
if (p->inv_amount[GET_HOLODUKE] > 0 && i > 1)
break;
if (k) dainv++;
else dainv--;
goto CHECKINV1;
case ICON_NONE:
case ICON_FIRSTAID:
if (p->inv_amount[GET_FIRSTAID] > 0 && i > 1)
break;
if (k) dainv = 2;
else dainv = 7;
goto CHECKINV1;
case ICON_HEATS:
if (p->inv_amount[GET_HEATS] > 0 && i > 1)
break;
if (k) dainv++;
else dainv--;
goto CHECKINV1;
case ICON_BOOTS:
if (p->inv_amount[GET_BOOTS] > 0 && i > 1)
break;
if (k) dainv = 1;
else dainv = 6;
goto CHECKINV1;
}
}
else dainv = 0;
if (TEST_SYNC_KEY(sb_snum, SK_INV_LEFT)) // Inventory_Left
{
/*Gv_SetVar(g_iReturnVarID,dainv,g_player[snum].ps->i,snum);*/
dainv = VM_OnEvent(EVENT_INVENTORYLEFT,g_player[snum].ps->i,snum, -1, dainv);
}
else if (TEST_SYNC_KEY(sb_snum, SK_INV_RIGHT)) // Inventory_Right
{
/*Gv_SetVar(g_iReturnVarID,dainv,g_player[snum].ps->i,snum);*/
dainv = VM_OnEvent(EVENT_INVENTORYRIGHT,g_player[snum].ps->i,snum, -1, dainv);
}
if (dainv >= 1)
{
p->inven_icon = dainv;
if (dainv || p->inv_amount[GET_FIRSTAID])
{
static const int32_t i[8] = { QUOTE_MEDKIT, QUOTE_STEROIDS, QUOTE_HOLODUKE,
QUOTE_JETPACK, QUOTE_NVG, QUOTE_SCUBA, QUOTE_BOOTS, 0 };
if (dainv>=1 && dainv<=9)
P_DoQuote(i[dainv-1], p);
}
}
}
j = ((sb_snum&(15<<SK_WEAPON_BITS))>>SK_WEAPON_BITS) - 1;
switch ((int32_t)j)
{
case -1:
break;
default:
j = VM_OnEvent(EVENT_WEAPKEY1+j,p->i,snum, -1, j);
break;
case 10:
j = VM_OnEvent(EVENT_PREVIOUSWEAPON,p->i,snum, -1, j);
break;
case 11:
j = VM_OnEvent(EVENT_NEXTWEAPON,p->i,snum, -1, j);
break;
}
// NOTE: it is assumed that the above events return either -1 or a
// valid weapon index. Presumably, neither other negative numbers nor
// positive ones >= MAX_WEAPONS are allowed. However, the code below is
// a bit inconsistent in checking "j".
if (p->reloading == 1)
j = -1;
else if ((uint32_t)j < MAX_WEAPONS && p->kickback_pic == 1 && p->weapon_pos == 1)
{
p->wantweaponfire = j;
p->kickback_pic = 0;
}
if ((int32_t)j != -1 && p->last_pissed_time <= (GAMETICSPERSEC*218) && p->show_empty_weapon == 0 /*&& p->kickback_pic == 0*/ &&
p->quick_kick == 0 && sprite[p->i].xrepeat > 32 && p->access_incs == 0 && p->knee_incs == 0)
{
// if( ( p->weapon_pos == 0 || ( p->holster_weapon && p->weapon_pos == WEAPON_POS_LOWER ) ))
{
if (j == 10 || j == 11)
{
k = p->curr_weapon;
j = (j == 10 ? -1 : 1); // JBF: prev (-1) or next (1) weapon choice
i = 0;
while ((k >= 0 && k < 10) || (PLUTOPAK && k == GROW_WEAPON && (p->subweapon&(1<<GROW_WEAPON)))) // JBF 20040116: so we don't select grower with v1.3d
{
if (k == GROW_WEAPON) // JBF: this is handling next/previous with the grower selected
{
if ((int32_t)j == -1)
k = 5;
else k = 7;
}
else
{
k += j;
if (PLUTOPAK) // JBF 20040116: so we don't select grower with v1.3d
if (k == SHRINKER_WEAPON && (p->subweapon&(1<<GROW_WEAPON))) // JBF: activates grower
k = GROW_WEAPON; // if enabled
}
if (k == -1) k = 9;
else if (k == 10) k = 0;
if ((p->gotweapon & (1<<k)) && p->ammo_amount[k] > 0)
{
if (PLUTOPAK) // JBF 20040116: so we don't select grower with v1.3d
if (k == SHRINKER_WEAPON && (p->subweapon&(1<<GROW_WEAPON)))
k = GROW_WEAPON;
j = k;
break;
}
else // JBF: grower with no ammo, but shrinker with ammo, switch to shrink
if (PLUTOPAK && k == GROW_WEAPON && p->ammo_amount[GROW_WEAPON] == 0 &&
(p->gotweapon & (1<<SHRINKER_WEAPON)) && p->ammo_amount[SHRINKER_WEAPON] > 0) // JBF 20040116: added PLUTOPAK so we don't select grower with v1.3d
{
j = SHRINKER_WEAPON;
p->subweapon &= ~(1<<GROW_WEAPON);
break;
}
else // JBF: shrinker with no ammo, but grower with ammo, switch to grow
if (PLUTOPAK && k == SHRINKER_WEAPON && p->ammo_amount[SHRINKER_WEAPON] == 0 &&
(p->gotweapon & (1<<SHRINKER_WEAPON)) && p->ammo_amount[GROW_WEAPON] > 0) // JBF 20040116: added PLUTOPAK so we don't select grower with v1.3d
{
j = GROW_WEAPON;
p->subweapon |= (1<<GROW_WEAPON);
break;
}
if (++i == 10) // absolutely no weapons, so use foot
{
j = KNEE_WEAPON;
break;
}
}
}
P_SetWeaponGamevars(snum, p);
j = VM_OnEvent(EVENT_SELECTWEAPON,p->i,snum, -1, j);
// XXX: any signifcance to "<= MAX_WEAPONS" instead of "<"?
if ((int32_t)j != -1 && j <= MAX_WEAPONS)
{
if (j == HANDBOMB_WEAPON && p->ammo_amount[HANDBOMB_WEAPON] == 0)
{
k = headspritestat[STAT_ACTOR];
while (k >= 0)
{
if (sprite[k].picnum == HEAVYHBOMB && sprite[k].owner == p->i)
{
p->gotweapon |= (1<<HANDBOMB_WEAPON);
j = HANDREMOTE_WEAPON;
break;
}
k = nextspritestat[k];
}
}
if (j == SHRINKER_WEAPON && PLUTOPAK) // JBF 20040116: so we don't select the grower with v1.3d
{
if (screenpeek == snum) pus = NUMPAGES;
if (p->curr_weapon != GROW_WEAPON && p->curr_weapon != SHRINKER_WEAPON)
{
if (p->ammo_amount[GROW_WEAPON] > 0)
{
if ((p->subweapon&(1<<GROW_WEAPON)) == (1<<GROW_WEAPON))
j = GROW_WEAPON;
else if (p->ammo_amount[SHRINKER_WEAPON] == 0)
{
j = GROW_WEAPON;
p->subweapon |= (1<<GROW_WEAPON);
}
}
else if (p->ammo_amount[SHRINKER_WEAPON] > 0)
p->subweapon &= ~(1<<GROW_WEAPON);
}
else if (p->curr_weapon == SHRINKER_WEAPON)
{
p->subweapon |= (1<<GROW_WEAPON);
j = GROW_WEAPON;
}
else
p->subweapon &= ~(1<<GROW_WEAPON);
}
if (p->holster_weapon)
{
sb_snum |= BIT(SK_HOLSTER);
p->weapon_pos = WEAPON_POS_LOWER;
}
else if ((uint32_t)j < MAX_WEAPONS && (p->gotweapon & (1<<j)) && (uint32_t)p->curr_weapon != j)
switch (j)
{
case PISTOL_WEAPON:
case SHOTGUN_WEAPON:
case CHAINGUN_WEAPON:
case RPG_WEAPON:
case DEVISTATOR_WEAPON:
case FREEZE_WEAPON:
case GROW_WEAPON:
case SHRINKER_WEAPON:
if (p->ammo_amount[j] == 0 && p->show_empty_weapon == 0)
{
p->last_full_weapon = p->curr_weapon;
p->show_empty_weapon = 32;
}
case KNEE_WEAPON:
P_AddWeapon(p, j, 1);
break;
case HANDREMOTE_WEAPON:
if (k >= 0) // Found in list of [1]'s
{
p->curr_weapon = j;
p->last_weapon = -1;
p->weapon_pos = WEAPON_POS_RAISE;
}
break;
case HANDBOMB_WEAPON:
case TRIPBOMB_WEAPON:
if (p->ammo_amount[j] > 0 && (p->gotweapon & (1<<j)))
P_AddWeapon(p, j, 1);
break;
}
}
}
}
if (TEST_SYNC_KEY(sb_snum, SK_HOLODUKE) && p->newowner == -1)
{
if (p->holoduke_on == -1)
{
if (VM_OnEvent(EVENT_HOLODUKEON,g_player[snum].ps->i,snum, -1, 0) == 0)
{
if (p->inv_amount[GET_HOLODUKE] > 0)
{
p->inven_icon = ICON_HOLODUKE;
if (p->cursectnum > -1)
{
p->holoduke_on = i = A_InsertSprite(p->cursectnum,p->pos.x,p->pos.y,
p->pos.z+(30<<8),APLAYER,-64,0,0,p->ang,0,0,-1,10);
T4 = T5 = 0;
SP = snum;
sprite[i].extra = 0;
P_DoQuote(QUOTE_HOLODUKE_ON,p);
A_PlaySound(TELEPORTER,p->holoduke_on);
}
}
else P_DoQuote(QUOTE_HOLODUKE_NOT_FOUND,p);
}
}
else
{
if (VM_OnEvent(EVENT_HOLODUKEOFF,g_player[snum].ps->i,snum, -1, 0) == 0)
{
A_PlaySound(TELEPORTER,p->holoduke_on);
p->holoduke_on = -1;
P_DoQuote(QUOTE_HOLODUKE_OFF,p);
}
}
}
if (TEST_SYNC_KEY(sb_snum, SK_MEDKIT))
{
if (VM_OnEvent(EVENT_USEMEDKIT,g_player[snum].ps->i,snum, -1, 0) == 0)
{
if (p->inv_amount[GET_FIRSTAID] > 0 && sprite[p->i].extra < p->max_player_health)
{
j = p->max_player_health-sprite[p->i].extra;
if ((uint32_t)p->inv_amount[GET_FIRSTAID] > j)
{
p->inv_amount[GET_FIRSTAID] -= j;
sprite[p->i].extra = p->max_player_health;
p->inven_icon = ICON_FIRSTAID;
}
else
{
sprite[p->i].extra += p->inv_amount[GET_FIRSTAID];
p->inv_amount[GET_FIRSTAID] = 0;
P_SelectNextInvItem(p);
}
A_PlaySound(DUKE_USEMEDKIT,p->i);
}
}
}
if (p->newowner == -1 && TEST_SYNC_KEY(sb_snum, SK_JETPACK))
{
if (VM_OnEvent(EVENT_USEJETPACK,g_player[snum].ps->i,snum, -1, 0) == 0)
{
if (p->inv_amount[GET_JETPACK] > 0)
{
p->jetpack_on = !p->jetpack_on;
if (p->jetpack_on)
{
p->inven_icon = ICON_JETPACK;
if (p->scream_voice > FX_Ok)
{
FX_StopSound(p->scream_voice);
p->scream_voice = -1;
}
A_PlaySound(DUKE_JETPACK_ON,p->i);
P_DoQuote(QUOTE_JETPACK_ON,p);
}
else
{
p->hard_landing = 0;
p->vel.z = 0;
A_PlaySound(DUKE_JETPACK_OFF,p->i);
S_StopEnvSound(DUKE_JETPACK_IDLE,p->i);
S_StopEnvSound(DUKE_JETPACK_ON,p->i);
P_DoQuote(QUOTE_JETPACK_OFF,p);
}
}
else P_DoQuote(QUOTE_JETPACK_NOT_FOUND,p);
}
}
if (TEST_SYNC_KEY(sb_snum, SK_TURNAROUND) && p->one_eighty_count == 0)
if (VM_OnEvent(EVENT_TURNAROUND,p->i,snum, -1, 0) == 0)
p->one_eighty_count = -1024;
}
}
int32_t A_CheckHitSprite(int32_t i, int16_t *hitsp)
{
hitdata_t hit;
int32_t zoff = 0;
if (A_CheckEnemySprite(&sprite[i]))
zoff = (42<<8);
else if (PN == APLAYER)
zoff = (39<<8);
SZ -= zoff;
hitscan((const vec3_t *)&sprite[i],SECT,
sintable[(SA+512)&2047],
sintable[SA&2047],
0,&hit,CLIPMASK1);
SZ += zoff;
if (hitsp)
*hitsp = hit.sprite;
if (hit.wall >= 0 && (wall[hit.wall].cstat&16) && A_CheckEnemySprite(&sprite[i]))
return 1<<30;
return FindDistance2D(hit.pos.x-SX,hit.pos.y-SY);
}
static int32_t P_FindWall(DukePlayer_t *p, int16_t *hitw)
{
hitdata_t hit;
hitscan((const vec3_t *)p,p->cursectnum,
sintable[(p->ang+512)&2047],
sintable[p->ang&2047],
0,&hit,CLIPMASK0);
*hitw = hit.wall;
if (hit.wall < 0)
return INT32_MAX;
return FindDistance2D(hit.pos.x-p->pos.x,hit.pos.y-p->pos.y);
}
// returns 1 if sprite i should not be considered by neartag
static int32_t our_neartag_blacklist(int32_t i)
{
return sprite[i].picnum >= SECTOREFFECTOR__STATIC && sprite[i].picnum <= GPSPEED__STATIC;
}
static void G_ClearCameras(DukePlayer_t *p)
{
G_ClearCameraView(p);
if (I_EscapeTrigger())
I_EscapeTriggerClear();
}
void P_CheckSectors(int32_t snum)
{
int32_t i = -1;
DukePlayer_t *const p = g_player[snum].ps;
if (p->cursectnum > -1)
switch (sector[p->cursectnum].lotag)
{
case 32767:
sector[p->cursectnum].lotag = 0;
P_DoQuote(QUOTE_FOUND_SECRET,p);
p->secret_rooms++;
return;
case UINT16_MAX:
for (TRAVERSE_CONNECT(i))
g_player[i].ps->gm = MODE_EOL;
sector[p->cursectnum].lotag = 0;
if (ud.from_bonus)
{
ud.level_number = ud.from_bonus;
ud.m_level_number = ud.level_number;
ud.from_bonus = 0;
}
else
{
ud.level_number++;
if (ud.level_number > MAXLEVELS-1)
ud.level_number = 0;
ud.m_level_number = ud.level_number;
}
return;
case UINT16_MAX-1:
sector[p->cursectnum].lotag = 0;
p->timebeforeexit = GAMETICSPERSEC*8;
p->customexitsound = sector[p->cursectnum].hitag;
return;
default:
if (sector[p->cursectnum].lotag >= 10000 && sector[p->cursectnum].lotag < 16383)
{
if (snum == screenpeek || (GametypeFlags[ud.coop]&GAMETYPE_COOPSOUND))
A_PlaySound(sector[p->cursectnum].lotag-10000,p->i);
sector[p->cursectnum].lotag = 0;
}
break;
}
//After this point the the player effects the map with space
if (p->gm &MODE_TYPE || sprite[p->i].extra <= 0)
return;
if (TEST_SYNC_KEY(g_player[snum].sync->bits, SK_OPEN))
{
if (VM_OnEvent(EVENT_USE, p->i, snum, -1, 0) != 0)
g_player[snum].sync->bits &= ~BIT(SK_OPEN);
}
if (ud.cashman && TEST_SYNC_KEY(g_player[snum].sync->bits, SK_OPEN))
A_SpawnMultiple(p->i, MONEY, 2);
if (p->newowner >= 0)
{
if (klabs(g_player[snum].sync->svel) > 768 || klabs(g_player[snum].sync->fvel) > 768)
{
G_ClearCameras(p);
return;
}
}
if (!TEST_SYNC_KEY(g_player[snum].sync->bits, SK_OPEN) && !TEST_SYNC_KEY(g_player[snum].sync->bits, SK_ESCAPE))
p->toggle_key_flag = 0;
else if (!p->toggle_key_flag)
{
int16_t hitscanwall;
int16_t neartagsector, neartagwall, neartagsprite;
int32_t neartaghitdist;
if (TEST_SYNC_KEY(g_player[snum].sync->bits, SK_ESCAPE))
{
if (p->newowner >= 0)
G_ClearCameras(p);
return;
}
neartagsprite = -1;
p->toggle_key_flag = 1;
hitscanwall = -1;
i = P_FindWall(p,&hitscanwall);
if (hitscanwall >= 0 && i < 1280 && wall[hitscanwall].overpicnum == MIRROR)
if (wall[hitscanwall].lotag > 0 && !A_CheckSoundPlaying(p->i,wall[hitscanwall].lotag) && snum == screenpeek)
{
A_PlaySound(wall[hitscanwall].lotag,p->i);
return;
}
if (hitscanwall >= 0 && (wall[hitscanwall].cstat&16))
if (wall[hitscanwall].lotag)
return;
if (p->newowner >= 0)
neartag(p->opos.x,p->opos.y,p->opos.z,sprite[p->i].sectnum,p->oang,&neartagsector,
&neartagwall,&neartagsprite,&neartaghitdist, 1280, 1, our_neartag_blacklist);
else
{
neartag(p->pos.x,p->pos.y,p->pos.z,sprite[p->i].sectnum,p->oang,&neartagsector,
&neartagwall,&neartagsprite,&neartaghitdist, 1280, 1, our_neartag_blacklist);
if (neartagsprite == -1 && neartagwall == -1 && neartagsector == -1)
neartag(p->pos.x,p->pos.y,p->pos.z+(8<<8),sprite[p->i].sectnum,p->oang,&neartagsector,
&neartagwall,&neartagsprite,&neartaghitdist, 1280, 1, our_neartag_blacklist);
if (neartagsprite == -1 && neartagwall == -1 && neartagsector == -1)
neartag(p->pos.x,p->pos.y,p->pos.z+(16<<8),sprite[p->i].sectnum,p->oang,&neartagsector,
&neartagwall,&neartagsprite,&neartaghitdist, 1280, 1, our_neartag_blacklist);
if (neartagsprite == -1 && neartagwall == -1 && neartagsector == -1)
{
neartag(p->pos.x,p->pos.y,p->pos.z+(16<<8),sprite[p->i].sectnum,p->oang,&neartagsector,
&neartagwall,&neartagsprite,&neartaghitdist, 1280, 3, our_neartag_blacklist);
if (neartagsprite >= 0)
{
switch (DYNAMICTILEMAP(sprite[neartagsprite].picnum))
{
case FEM1__STATIC:
case FEM2__STATIC:
case FEM3__STATIC:
case FEM4__STATIC:
case FEM5__STATIC:
case FEM6__STATIC:
case FEM7__STATIC:
case FEM8__STATIC:
case FEM9__STATIC:
case FEM10__STATIC:
case PODFEM1__STATIC:
case NAKED1__STATIC:
case STATUE__STATIC:
case TOUGHGAL__STATIC:
return;
}
}
neartagsprite = -1;
neartagwall = -1;
neartagsector = -1;
}
}
if (p->newowner == -1 && neartagsprite == -1 && neartagsector == -1 && neartagwall == -1)
if (isanunderoperator(sector[sprite[p->i].sectnum].lotag))
neartagsector = sprite[p->i].sectnum;
if (neartagsector >= 0 && (sector[neartagsector].lotag&16384))
return;
if (neartagsprite == -1 && neartagwall == -1)
if (p->cursectnum >= 0 && sector[p->cursectnum].lotag == 2)
{
int32_t oldz = A_CheckHitSprite(p->i,&neartagsprite);
if (oldz > 1280)
neartagsprite = -1;
}
if (neartagsprite >= 0)
{
if (P_ActivateSwitch(snum, neartagsprite, 1))
return;
switch (DYNAMICTILEMAP(sprite[neartagsprite].picnum))
{
case TOILET__STATIC:
case STALL__STATIC:
if (p->last_pissed_time == 0)
{
if (ud.lockout == 0) A_PlaySound(DUKE_URINATE,p->i);
p->last_pissed_time = GAMETICSPERSEC*220;
p->transporter_hold = 29*2;
if (p->holster_weapon == 0)
{
p->holster_weapon = 1;
p->weapon_pos = -1;
}
if (sprite[p->i].extra <= (p->max_player_health-(p->max_player_health/10)))
{
sprite[p->i].extra += p->max_player_health/10;
p->last_extra = sprite[p->i].extra;
}
else if (sprite[p->i].extra < p->max_player_health)
sprite[p->i].extra = p->max_player_health;
}
else if (!A_CheckSoundPlaying(neartagsprite,FLUSH_TOILET))
A_PlaySound(FLUSH_TOILET,neartagsprite);
return;
case NUKEBUTTON__STATIC:
{
int16_t j;
P_FindWall(p, &j);
if (j >= 0 && wall[j].overpicnum == 0)
if (actor[neartagsprite].t_data[0] == 0)
{
if (ud.noexits && (g_netServer || ud.multimode > 1))
{
// NUKEBUTTON frags the player
actor[p->i].picnum = NUKEBUTTON;
actor[p->i].extra = 250;
}
else
{
actor[neartagsprite].t_data[0] = 1;
sprite[neartagsprite].owner = p->i;
ud.secretlevel =
(p->buttonpalette = sprite[neartagsprite].pal) ? sprite[neartagsprite].lotag : 0;
}
}
return;
}
case WATERFOUNTAIN__STATIC:
if (actor[neartagsprite].t_data[0] != 1)
{
actor[neartagsprite].t_data[0] = 1;
sprite[neartagsprite].owner = p->i;
if (sprite[p->i].extra < p->max_player_health)
{
sprite[p->i].extra++;
A_PlaySound(DUKE_DRINKING,p->i);
}
}
return;
case PLUG__STATIC:
A_PlaySound(SHORT_CIRCUIT,p->i);
sprite[p->i].extra -= 2+(krand()&3);
P_PalFrom(p, 32, 48,48,64);
break;
case VIEWSCREEN__STATIC:
case VIEWSCREEN2__STATIC:
// Try to find a camera sprite for the viewscreen.
for (SPRITES_OF(STAT_ACTOR, i))
{
if (PN == CAMERA1 && SP == 0 && sprite[neartagsprite].hitag == SLT)
{
SP = 1; //Using this camera
A_PlaySound(MONITOR_ACTIVE,p->i);
sprite[neartagsprite].owner = i;
sprite[neartagsprite].yvel = 1;
{
int32_t j = p->cursectnum;
p->cursectnum = SECT;
P_UpdateScreenPal(p);
p->cursectnum = j;
}
// parallaxtype = 2;
p->newowner = i;
P_UpdatePosWhenViewingCam(p);
return;
}
}
G_ClearCameras(p);
return;
} // switch
}
if (TEST_SYNC_KEY(g_player[snum].sync->bits, SK_OPEN) == 0)
return;
if (p->newowner >= 0)
{
G_ClearCameras(p);
return;
}
if (neartagwall == -1 && neartagsector == -1 && neartagsprite == -1)
if (klabs(A_GetHitscanRange(p->i)) < 512)
{
if ((krand()&255) < 16)
A_PlaySound(DUKE_SEARCH2,p->i);
else A_PlaySound(DUKE_SEARCH,p->i);
return;
}
if (neartagwall >= 0)
{
if (wall[neartagwall].lotag > 0 && CheckDoorTile(wall[neartagwall].picnum))
{
if (hitscanwall == neartagwall || hitscanwall == -1)
P_ActivateSwitch(snum,neartagwall,0);
return;
}
else if (p->newowner >= 0)
{
G_ClearCameras(p);
return;
}
}
if (neartagsector >= 0 && (sector[neartagsector].lotag&16384) == 0 &&
isanearoperator(sector[neartagsector].lotag))
{
for (SPRITES_OF_SECT(neartagsector, i))
{
if (PN == ACTIVATOR || PN == MASTERSWITCH)
return;
}
G_OperateSectors(neartagsector,p->i);
}
else if ((sector[sprite[p->i].sectnum].lotag&16384) == 0)
{
if (isanunderoperator(sector[sprite[p->i].sectnum].lotag))
{
for (SPRITES_OF_SECT(sprite[p->i].sectnum, i))
{
if (PN == ACTIVATOR || PN == MASTERSWITCH)
return;
}
G_OperateSectors(sprite[p->i].sectnum,p->i);
}
else P_ActivateSwitch(snum,neartagwall,0);
}
}
}